Dwarf Fortress

Dwarf Fortress

Advanced Agriculture
 This topic has been pinned, so it's probably important
Droseran  [developer] Nov 30, 2023 @ 2:52pm
DFHack Files: Work Orders and Autofarm
In this mod's installation folder (found in
'/<Dwarf Fortress install location>/mods/3094095525 (version number)' or
'/<Dwarf Fortress install location>/data/installed_mods/advanced_agriculture (version number)') there is a subfolder named Work Orders. This folder contains work orders that can be imported when on the general work orders screen in game.

To import these work orders, copy these work order files into
'/Dwarf Fortress/dfhack-config/orders/'
Then, in-game open the Work Orders menu (Shift+z by default), and import using Control+i.

AA_Brew_Orders is a set of work orders that will always keep at least one barrel of every drink in the game in this mod in stock. These jobs will only be queued as long as there are at least 20 of the brewable item and a free barrel available.

AA_Roasting_Orders is a set of work orders for converting certain inedible tree fruits into their useful forms. Currently this includes cacao pods into beans, cashew fruits into cashews, and coffee cherries into coffee beans. As long as the unusable growths are available, they will be roasted and become ready to brew or mill.

AA_Soapmaking_Orders will use plant oils to produce soap if less than five bars of soap exist and there are at least five units of oil and lye in containers.

Seed stocking work orders have been split into multiple files to make choices easier:

AA_Process_Seed_Growths will collect seeds from growths that are not useful in any other way. If there are less than 30 seeds available, these otherwise useless growths will be processed into seeds. These work orders are always useful to have imported.

AA_Stock_Brewing_Seeds will collect seeds for plants with brewable materials if there are less than 20 brewable materials AND less than 20 seeds for those plants available. It can be useful when first acquiring a new plant species for brewing as it will automatically collect seeds until there are enough growths to begin brewing barrels of the drink. It is also useful for plants which do not provide their seeds from the brewing material, as it will always keep enough seeds or brewing material in stock.

AA_Stock_Cooking_Seeds should always be imported if you plan on cooking with vegetables that are only used for that purpose. Since cooking does not provide seeds, it is possible to lose the ability to farm these plants if all of the vegetables are cooked. This work order prevents that by converting these vegetables into seeds if the stock of seeds falls too low.

AA_Stock_Milling_Seeds does the same as AA_Stock_Brewing_Seeds except for milling. If there are less than 5 of a millable material available AND less than 5 seeds for that plant, more seeds will be produced to ensure milling can continue.

AA_autofarm_commands.txt contains a series of commands which can be copied (one at a time) and pasted into the game to setup autofarm to work with plants that produce useful structural materials (items in the Food->Plants stockpile menu). Autofarm does not keep track of plant growths (items in the Food->Leaves and Fruit stockpile menu), so it can only be used to maintain stockpiles of plant structural materials. The commands are separated by the products created. I chose to target 30 of each plant item, as a barrel can hold 60 plant items and sometimes planting occurs before autofarm checks the current amounts. This target should keep plenty of material available for the larger bulk reactions.
Last edited by Droseran; Aug 3, 2024 @ 3:50am